GAMES FOR LEARNING AND SOCIAL IMPACT

PLAYING IS THE ULTIMATE FORM OF LEARNING

Kids Games

We do kids games which stimulate creativity, imagination and collective play. We are fascinated by creating novel narrative universes. And we can also build for existing IPs.

Education Games

Games are powerful interactive experiences which can support learning on subjects from basic to higher education. We design and produce tailor-made education games, investing in research and playtesting to deliver fun and efficacy.

Games for Social Impact

Public campaigns on pressing social issues tends to be more effective when the audience is engaged in an experience around the issue, rather than only being informed. We do engaging games to support social issues as road safety, civic education, philantropy, sustainability and financial literacy.

HR Training

Games are effective tools for training and assessing human resources. We carefully research the learning needs of your working force to deliver customized strategies for the development of your company’s most valuable assets.

“A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.”

“Video games have the power of visualizing things, of creating open-ended environments for people to explore things, of engaging and motivating learners. What you have is a strong learning approach that should be added to the educator’s toolbox.”

There are many players in Latin America

of 245 million internet users,

Play requires systems thinking and active participation which can be sources of learning and development

The user experience in our games is designed for practical learning, aiming to one or more real-world objectives:

To develop skills and competences

To foster critical thinking

To gain knowledge

To stimulate creativity and imagination

To incentive leadership and collaboration.

Edgar Dale, a researcher and educator, has proposed a visual model that illustrate the concept of learning by experience and practice. The graph below represents the level of learning retention in each action:

Reading

Enter Caption10%

Listening

Enter Caption20%

Seeing

Enter Caption30%

Seeing and Listening

Enter Caption40%

Speaking

Enter Caption50%

Doing

Enter Caption95%

CASE

Álbum da Esperança

The game was created for UNESCO’s Criança Esperança(Hope for Children) 2014 philanthropic campaign. It consist of a virtual stickers album which allows the player to collect up to 300 Brazilian celebrities selfies. Each sticker pictures a celebrity supporting one of the children’s rights.

Álbum da Esperança aimed to engage a massive amount of people in the campaign. To achieve this goal, we received the support of many national celebrities and combined promotion via social networks, multiplayer viralization and presence in open broadcast TV.